Lady Rowena on 8/2/2015 at 20:19
Add the StdBook script instead, and add Book:text then. No need to link to a plaque.
Thor on 8/2/2015 at 21:12
Oh wow, big thanks! At least that's one thing that works for me. I hope to eventually learn this stuff properly.
Thor on 8/2/2015 at 22:41
Honestly, I need some more help with this. I can't seem to find any place where it is answered and I can't make it work by myself.
I want to make an object with which I can make it acquire another object in your inventory (by frobbing with the first object on the second). I tried it with the StdButton script, link it with the 2nd object through ControlDevice and add "Script" to Tool Action on both objects. But really even if I got the script right (which I doubt I did) I am totally shooting in the dark with the World/Inv/Tool Action options (Move, Select, Delete, Ignore, ...). Is there some place where it's all explained in one go? It could just be that I'm quite bad at searching (and not too patient either, I typically get annoyed after 15-30 minutes of just searching without results).
If anyone wants they can merge my posts. I just made a new one so it bumps itself a little.
LarryG on 8/2/2015 at 23:07
I'm not exactly certain what you want to do, but ...
Try NVGiveItem.
Quote:
[h=1]NVItemGiver[/h] Gives the object specified by the <kbd>NVGiveWhat</kbd> parameter to the object specified by the <kbd>NVGiveTo</kbd> parameter (or the Player if none is specified). If the item is an archetype, an instance of that object is created instead. Objects will stack where appropriate.
If you are not familiar with how NV's scripts work, just read the doc that comes with the scripts carefully. You should be able to figure it out.
NVSpy is a very useful script to figure out what messages get sent / received when you do stuff in game mode.
Thor on 9/2/2015 at 08:10
I'm trying to make an item, that I can use on another object in a similar fashion as a key uses itself on a door. Only instead of being unlocking the door, I want this item to pick up the object it uses itself on.
I read the (
http://www.ttlg.com/forums/showthread.php?t=112228) this thread multiple times as well as the NVScripts html form tutorial that came with the scripts but my efforts brought nothing to me. Couldn't even get any of the simpler examples to work.
It really sucks to be stupid, but I still want to make my FM work. Isn't there a more comprehensive explanation somewhere with examples? Evidently it is too difficult for me to figure everything out by theory alone. A demo for NVScripts like there is for tnhscript perhaps? I don't even understand in what form am I supposed to type the object strings so it recognizes them as the objects. In the Design Note box I tried NVGiveWhat="Name_Cultivator";NVGiveTo="sp", I tried NVGiveWhat="Name_Cultivator";NVGiveTo="sp(4)", I tried NVGiveWhat="Cultivator";NVGiveTo="sp (4)" and combinations like that (on other scripts too like with the FrobWorldEnd parameter) but I couldn't guess it or I did something else wrong and I can't even know.
I guess in worst case scenario I'll play lots of FMs until I find similar scripts and study through those. Anyone know of a small FM that has something like that in it?
I don't quite understand the NVSpy script either. None of the messages it sends I can relate to my understanding.
LarryG on 9/2/2015 at 10:18
First of all you need to specify in the design note just what message triggers NVItemGiver to do anything. IN your case it would be NVItemGiverOn="FrobToolEnd". Secondly, the name used in the NVGiveWhat parameter should be either an archetype name or a concrete object's name. If you want it to give the player an object that is already in the game, then you need to make sure that the desired concrete object has a name that you specified for it.
Edit: Honestly, what you are wanting to do is not something that the game does naturally. There is no direct engine support for it and I am not aware of any custom scripts which do what you want. Which means that you will have to kludge it to get it to happen using NV's generalized functionality in his scripts. And it sounds like you are not familiar with how to do that. Which means that someone else will have to work it all out for you and lead you by the hand through how to do it. Personally, I would reconsider how important getting this to happen that way is to me before asking someone to devote a few hours to help out.
Thor on 9/2/2015 at 11:24
Oh, I had no idea it was this difficult. Seemed like a fairly simple idea to me. :erg: No wonder I don't remember something like this done particularily.
Yandros on 9/2/2015 at 11:57
Frobbing object 1 on object 2 to turn it into object 3 is simple to do with S/R and the right frobinfo settings. I don't have time this morning, but can make a step-by-step tut for it tonight.
Thor on 9/2/2015 at 12:10
hmm is there any chance of Object 3 being the same Object 2 and transported in you inventory?
Yandros on 9/2/2015 at 15:30
Sure, but I thought you said it needed to change. Changing the model is simple enough though with the receptron if you need it to be the same object but to look different.